134,047 Commits over 4,262 Days - 1.31cph!

2 Months Ago
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy
2 Months Ago
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
2 Months Ago
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
2 Months Ago
Missed file
2 Months Ago
Ensure players are properly killed
2 Months Ago
Moved Small_Ramp folder to Deployable/BoatBuilding Created small ramp deployable and item Created convex colliders for base section Applied Door component, generated icon, applied gibs
2 Months Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
2 Months Ago
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2 Months Ago
█▊▋▍▍▆▄ ▋▆▇▌▊▆█▍▄▍: '▆▊' -> '▄▋' :▌▅▊▆:
2 Months Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
2 Months Ago
Changed how rockets and flares get added to the attack heli when using fixcars command: Fixcars 1 -> Inserts 1 row of flares Fixcars 2 -> Inserts 1 row of flares and HV Fixcars 3 -> Inserts 1 row of flares, HV and Incen Fixcars (with no parameters) -> Gives flares and HV's (behaviour remains the same)
2 Months Ago
Splats
2 Months Ago
merge from vclouds_demo_timescale_fix
2 Months Ago
fix cloud movement hitching in timescaled demo
2 Months Ago
merge from construction_guide_missing_normal_maps
2 Months Ago
fix some construction guides missing normal maps
2 Months Ago
Progress
2 Months Ago
Helicopter Balance pass: Flares - removed the ability for passengers to manually throw flares from helicopters - added flares to minicopter & scrappie - hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
2 Months Ago
merge from fix_ghost_ship_parenting -> naval_update
2 Months Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
2 Months Ago
merge from vclouds_amd_seam_fix
2 Months Ago
fix vertical seam in vclouds weather map on AMD
2 Months Ago
merge from ui_overhead_optims
2 Months Ago
Fixed shockbyte popup icons not being marked as dynamic
2 Months Ago
merge from main
2 Months Ago
fixed issue with metal detector anims
2 Months Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
2 Months Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Codegen
2 Months Ago
More deep sea logs Added tree count to deepsea.printentitycount
2 Months Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
2 Months Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
2 Months Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
2 Months Ago
Mesh fixes and tweaks for the CH47 casino variant
2 Months Ago
collision fixes on barge oil rig legs prison security tower
2 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
2 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
2 Months Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
2 Months Ago
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2 Months Ago
Chinook avoids the deep sea side when randomising its spawn position
2 Months Ago
merge from shore_vectors
2 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
2 Months Ago
Editor force on helicopter compile fix
2 Months Ago
RPG7 - Texture & material update, icon